Wednesday, October 14, 2009

Proposal for Submission

Title & Rationale
Before I started playing online games, that is, when I have little knowledge on virtual world, I do not think have a good impression on it. I thought it is only an activity which let many people wasted their precious time. After few years of observation through self experience, I found that it is actually also a social interaction activity with other players without geographical and demographical border. Virtual world creates a space for people from various backgrounds to mix together and communicate their mind and take down their mask. In that other world they can be what they want to be.


Virtual economy is studied in this paper, when I realized that in reality this concept is not widely known and understood by public. In general the virtual world concept, mainly MMORPG games brought a negative impression to adults (mostly parents) as many social news associated with those conflicts in game. I want to prove that there is something technical and meaningful to learn from the economy aspect of the game, as long as players do have a mind of learning attitude towards it, and getting the best achievement out of the activity. In this paper, I am going to discuss about the economy aspects by analyzing a Chinese background MMORPG based online game, MoSiang Online (MY).

The virtual economy and real economy are closely related as well. Many professions come into sight in real world brought to by virtual world economy, such as professional player help playing other people’s id and earn an income from the owner, or selling character after training their id to a certain level, and even exchange the virtual money or goods for real world money. Below this, discussions on the methods of doing so were explained and illustrated. Hopefully readers can gain some concept out of them. =)


Research Objectives
•To provide more specific understanding on how a virtual economy operates from a player's view, based on a selected MMOPRG game.


•To study the factors affecting the economy of a virtual world.

•To give guidelines for a first time player to earn money from a virtual environment.

•To generate public awareness that virtual economy is actually related to real world economy

Outline of Final Paper
1.0 Introduction

2.0 Price and Quantity Demanded

3.0 Demand & Supply
      3.1 Demand of Goods
      3.2 Supply of Goods

4.0 Market
     4.1 Game
     4.2 Discussion Forum

5.0 Creation of Goods & Services
    5.1 Power up Goods
    5.2 Stone makers

6.0 Exchange Rate
     6.1 Gaming Open Market (GOM)
     6.2 Exchange Rate in MoSiang

Literature Review/ Background
Virtual world can be studied from many aspects, the economy is one of the interesting subject found to be similar to real world economy. The emergence of virtual economy as a fast developing industry caused some experts to research on it. When virtual economy exist in a virtual world and the avatars does not rely on the economy to survive, how can the economy runs smoothly and continuously like the real economy does?


MMORPG games are commonly known to be addictive to players. Real economy runs as a group of people in the economy cycle exchange other things with other group of people from what they can produce. However, virtual economy is more similar to the gambling concept in real economy. Gambling implies the important concept of luck as in a part of Chinese culture. In MMORPG many activities are programmed as a rotating system-of-luck. For example, farming activities, where players can sometimes receive rare and precious items. In Mosiang, as illustrated in Power Up and Combination system (4.0 Creation of Goods & Services), it has certain probability associated apart from relying solely on player’s skill level. The probability, which is also called luck, can attract everyone to try, as there is always a chance to win. When they lose, they would think that they might win it back in greater amount next time. Human’s greed never can be measured nor satisfied. XD

The future of virtual economy is potentially developable in following years. In my opinion, even in virtual economy, human act rationally, placing their own self-interest in first place. The virtual economy examined can fully support this theory. When there are winners, there will be losers. Everyone competes to get their benefit in the virtual world using their very own strategy. Some obtain social benefit, while others obtain economic benefit or maybe other applicable benefits. Players sacrificed in terms of money and time and effort when they consume goods and services in virtual world. In this challenging environment, players only required to sit in front of a computer and click the “mouse” or type on keyboard to enjoy the benefits or experience losses. A trend of advanced technology is formed and people become lazier. Future statistics will move towards virtual economy development rather than real economy, if no efforts by authority is attempted. As in predicted by Bowers M., future entertainment are trends are growing based on Internet, primary trends of consumer electronic spending is also taken over by digital TV, gaming leads the software sales, and increasing computer power drives changes such as increasing emphasis on productivity etc.


If we relate the system used in MMORPG to the gambling concept, virtual economy can be related to social costs of gambling. Continuous number of players splurge into virtual world to share their market to earn profit will generally cause a negative shift in aggregate social wealth. In economics, theory of production possibilities frontier (PPF curve) explained that, if a country chooses to produce a category of goods, opportunity cost will be forgone. From the situation now, losses of capital and human resources from real world economy activities to virtual economy activities are foreseeable problems to be solved. The opportunity cost is very costly, as human resource is a country’s most valuable capital asset.


List of References for Final Paper
Bowers, M 2008, Future Trends in Technology: Creating a new reality of business, VatorNews, viewed 15th October 2009, http://vator.tv/news/show/2008-10-06-future-trends-in-technology


Eadington, WR 2003, Measuring Costs from Permitted Gaming: Concepts and Categories in Evaluating Gambling’s Consequences, vol. 19 no. 2, Journal of Gambling Studies, SpringerLink, http://www.springerlink.com.ezproxy.lib.swin.edu.au/content/p2276l14lv172221/?p=abb172203ffc4568aafd51d19e9f7172&pi=0

Eladhari, MP 2007, Digra notes day 2: Gambling is in My Genes by Byungho Park, Models for Life in Virtual Game Worlds, viewed 14th October 2009, http://eladhari.blogspot.com/2007/10/digra-notes-day-2-gambling-is-in-my.html

Silverstein, J 2006, Are Some Video Games Gambling? , abcNEWS, viewed 15th October 2009, http://abcnews.go.com/Technology/Story?id=2410456&page=1

Reference:
Bowers, M 2008, Future Trends in Technology: Creating a new reality of business, VatorNews, viewed 15th October 2009, http://vator.tv/news/show/2008-10-06-future-trends-in-technology


Eladhari, MP 2007, Digra notes day 2: Gambling is in My Genes by Byungho Park, Models for Life in Virtual Game Worlds, viewed 14th October 2009, http://eladhari.blogspot.com/2007/10/digra-notes-day-2-gambling-is-in-my.html

Eadington, WR 2003, Measuring Costs from Permitted Gaming: Concepts and Categories in Evaluating Gambling’s Consequences, vol. 19 no. 2, Journal of Gambling Studies, SpringerLink, http://www.springerlink.com.ezproxy.lib.swin.edu.au/content/p2276l14lv172221/?p=abb172203ffc4568aafd51d19e9f7172&pi=0

Friday, October 2, 2009

Online Games reflects Our Society

Some questions for your thinking:
In the trading market, many legal issues can be raised. Tradings are based on trust basically. Have you wondered if the methods available work out well?

Sellers and buyers only meet in the virtual world and they probably will never meet in real world. Some sellers with low moral values make full use of this advantage and cheat money from other players. Hacking cases are always seen in game too. And these problems are difficult to solve, but it reflects our real society. If there is no laws in real world, these crimes will actually happen.

Besides those cyber crimes happened in the virtual worlds, real world cases are happening outside due to game's conflict too. According to the BBC, a Chinese online gamer (A) stabbed another gamer (B) to death when A found out that B sold his virtual sword, "Dragon Sabre", to a third party for 7200 yuan. (Source from BBC) Scary, isn't it?

We people sometimes display different characteristics in front of people while deep inside our heart, we wanted to do something very different from what we are doing everyday. People are addicted to MMOPRG games because they lack of something in real life. They find confidence in games as another person. In MoSiang, there are many old men who are working boringly to pass a day. In games they can be superheroes with strong equipments who looks attractive with the nice armors. Some are students lack of excitement in life transforming into crazy killers in game. Other than that, there are people who find romance in games when they never expect to find one in real life.

Are you addicted to online games?  (Yes I am.. XD)

Are you one of these people? (No I m not.. hehe)

These questions are worth thinking. Actually we can improve our life in many ways. The process of overcoming the obstacles and solving problems are the main part of our life. Get a life then.

Good luck and jia you everyone!!! This is really a tough sem~ @@

Reference:
http://news.bbc.co.uk/2/hi/technology/4397159.stm

Objectives & Outline of the Research Paper

Outline of the Research:

1.0 Objectives:

  • To provide more specific understanding on how a virtual economy operates from a player's view, based on a selected MMOPRG game. 
  • To study the factors affecting the economy of a virtual world.
  • To give guidelines for a first time player to earn money from a virtual environment.
  • To generate public awareness that virtual economy is actually related to real world economy
2.0 Reasons for Choosing Virtual Economy

3.0 Price and Quantity Demanded

4.0 Demand & Supply

5.0 Market

6.0 Creation of Goods & Services

7.0 Exchange Rate

8.0 Background Research/ Literature Review

9.0 Conclusion

P/s: My postings are illustrated heavily by graphics. U can click on the pictures to enlarge the view. Thanks for visiting and enjoy your stay here. ^^

For Blog Discussion: Exchange Rate

5.0 Exchange Rate
Massively Multiplayer Online Role-Playing Game (MMORPG) forms a huge portion of virtual economy. The understanding of an MMOPRG’s economy operation is helping players to generate real world money. Having various discussions about the operations relating the economy of MoSiang above, I believe everyone has a basic understanding on the methods player control the economy in a virtual world, to be more exact, in MoSiang Online. Exchange rate is the bridge to connect the real world economy with the virtual economy. Players who earned more than what they spent in the game will earn real money outside the world.

5.1 Gaming Open Market (GOM)

Buyers and sellers of the virtual currency used to trade across eBay and forums for years. Now that trade over Gaming Open Market (GOM) in dollar-to-game-currency. Players can easily survey the market price and identify who is selling how much for what price. GOM gives both buyers and sellers an added benefit of holding currency securely. They have more protection as the virtual currencies for sale must be deposited with GOM and accounts are settled through PayPal payments.


The Table above shows list of real and virtual currency exchange rates against the US dollar (For more please refer to http://gibreel.net/mmorates
Up to 2005, the subscribers of some popular MMORPG games are something like this:

You can see that the number of players is big. Mosiang Online is not in the list. It is not even launched yet. Now the number of players should have been multiplied by many times already.

5.2 Exchange Rate in MoSiang

Few types of players can be identified, which are:

A, Players who spend time farming gold all the time and accumulate wealth. They follow the requirements step by step and change equipments when required. Mostly they do not spend real cash in the game. They form a stable target market for equipment sellers, besides provide a source of game money.

B, Players who buy and resell the cash item at higher price in game. They aim for the higher income level players. Normally these people are the medium who change the real world money into game money as they require a lot of money to retain their status in game.

C, Players who create high level and quality virtual items (armors or weapons) for the market. They really surveyed the game and have certain level understanding of the game. They make full use of the combining and PU skills and the cash items available to make the valued goods. They probably earn their real money through supplying the virtual currencies to players, from the powerful virtual items they made. They can be the example of monopoly industry in the game.

At the launch of the game, the currency is valuable as MS gold is hard to farm. When players increased and the conditions keep changed, the game market experienced inflation, and the exchange rate is different from the beginning state already. We can tell this when compare with last time. Take a “Speed Talisman 15 days (cash item)” for example, it was sold at about 32m+/- in market for now. Last time (during 15th of April 2009) the price is 6m only. That means players who buy the speed talisman at 6m that time can earn 5 times the currency if they sell it now.





Another way of proving this is through the selling of virtual currency at legal website, Aingame.com. The exchange rate will differ according to the demand by players and the market price of the game. In MoSiang, Aingame.com assigns a character in vendor state yelling and "roaring", reminding players that they can buy MS gold from their website. In this way the authority can examine the exchange rate from player's trading pattern as well.


 Screenshot 1

Screenshot 2
Screenshot 1 above shows that, as at 19th April, Aingame character “roars” the exchange rate at 105m per RM110/46 Singapore $. Screenshot 2 however, shows that as at 02 October 2009, the exchange rate is now at 200m per RM100 at Aingame.com website. 1m, being sold at RM1.05 at April, is now being sold at RM0.50. The value dropped sharply in half year’s time. Players are investing in the virtual currency in a risky way. If the inflation goes on like this, the game currency will slowly lose its value. Therefore, the government (RUNUP, Official Company) needs to do something to solve the problem.



Reference:

http://www.aingame.com

http://www.wired.com/gaming/gamingreviews/news/2004/01/61999

Wednesday, September 30, 2009

For Blog Discussions: Creation of Goods & Services

4.0 Creation of Goods and Services

Goods are created and destroyed in the game environment. Different group of players create different goods. Professionals in combining virtual weapons and armors can earn big portion of money, at a high risk and cost too. They provide combine service to other players, at a certain level of reputation, which rely heavily on their skills. Same to professionals in power up the goods and stone sellers, where they can create goods at a lower cost and have a more stable source of income relying their power up skill. Other players earn money through farming gold in leveling map. There are different patterns of income for different group of users. For instance, spear users and fire mage farm gold easily. They have skills which can kill a big area of mobs at the same time. Katana skills however eat a lot of mana, unable to multi kill mobs and therefore katana users are very hard to get rich as many cost are required to buy mp pot.

These group of players actually produce a stable Gross Domestic Product(GDP) each year. According to a research carried out in the United State, virtual internal markets, combined with illegal online trading on auction websites, Norrath has a gross national product per capita of $2,266, bigger than China and India. FYI, Norrath is the setting in online game call Everquest. I do not have a database to calculate the total GDP produced. There is only some records which briefly shows the pattern of earning money.
5.1 Power up Goods

In order to power up (PU) a virtual item with good stats, the character in game has to acquire a skill call “power up (PU)” skill.  The probability of PU-ing a highly valued item will increase following the increase of skill level. There can be higher probability when players purchase Power Up Protection Stones (Cash Item).

Materials needed to operate this business are to prepare the item to be PU-ed, and the raw materials (stones) to PU the item. Different item requires different classes of stones. The cost of the stones also varies. In previous post, I mentioned that strength bracers are created by using bracers and “inverse stones”. A beautifully PU-ed bracer can be sold at high price, if market do not have much substitutes. Eg. Level 45 Bracer can highest be PU-ed *58. Then it can be sold at market price 10m. Let us calculate the profit earned. Suppliers do not get so lucky every time. Even their “PU” skill level reach 30 (maximum), items can fail to PU too. Therefore, it is a concept of gambling.

We can calculate the cost of PU :
Bracer level 45 (can be acquired lower price from “Chang Ann 1 market” at 900k)
1 set/100 pcs “Inverse Stones” (can be acquired at 900k cheapest for 1 set)
Cost to PU Level 45 bracer=1.8m.

1>If failed, the supplier experience 900k losses. They have to buy a set of inverse stones again and retry their luck.
2>If successfully one-go get highest PU value like illustrated above, they can earn 8.2m (10m-1.8m). It depends on skill level, usage of cash item, and sometimes a lot of luck!

Here include a table of different materials needed for power up:



Note: All the materials used have to be in one set, which is 100 pieces, in order to get the highest possible result.



Example of PU-ing a belt with gold resist.
5.2 Stone makers


In the example given for PU items, bracer makers can buy the bracer from game NPC or get the clean bracer from mobs and quest. Where does the stone come from? They can be either dropped from the mobs or make by players themselves. If they make stones themselves, the cost will be lower. But firstly, they have to learn a skill call “separate” skill. Learning this skill enables players to acquire some rare ingredients from disassembling armors or weapons. Anything which is being combined can be disassembled using this skill, and players can 100% take back the ingredients, unlike “combine” and “power up” sometimes will fail.

Revenue, as discussed just now for a set of inverse stones, is 900k cheapest. However, on high demand period, the inverse stones can be sold at 1.5m per set. On the perspective of stone seller, we take the higher revenue, 1.5m.

The process of making stones is:

Step 1: Buy armor from NPC, choose the cheapest one (either Level 10 Silk Shoes or Walking Boots, priced at 690 gold).


Alternatively, Level 12 Silk Robe and Training Suit costed at 2,320 gold also can get the same material.




Step 2: Separate it using dissassembling skill.



The outcome of the disassemble is 2 pieces of "Jade Rocks" and 1 piece of "Tiger Skin":


Step 3: From the 2 jade rocks, a "Purple Rock" can be combined.



Step 4: Combine "Purple Rock" into "Inverse Stone". An "Inverse Stone" requires 10 units of "Purple Rocks".

Following the 4 steps above, we can calculate the cost for the making of "Inverse Stones".


1 piece of Inverse stone = 10 purple rocks

1 Purple rock = 2 jade rocks

2 jade rocks' minimum cost = 1 unit silk shoe/walking boots = 690 gold

Minimum cost of Inverse stone per set = 100 x 10 x 690 gold = 690k gold

This is the minimum cost. Normally the process of making stones will have failures. Assuming the player's combination skill reached maximum of 30, and probability of success rate is 0.90.

100 = 0.9x

x = 100/0.9 = 111.11

To get a set of inverse stones, cost required will be increased to:

112 x 10 x 690 gold = 772,800 gold



Profit earned by stone sellers for selling each set of Inverse stone is:

1,500,000-772,800 = 727,200

Stones seller will never lose money out of this business operation as the demand for stones is always there. However they earn money very slow and spends a lot of time on the process. Moreover, when the demand is low, they can earn only about 100k++ (900k-772k).




Reference:
http://news.bbc.co.uk/2/hi/science/nature/1899420.stm

Sunday, September 27, 2009

For Blog Discussion: Market

3.0 Market

Market is the place to trade the virtual items, where players meet to sell and buy. Economy is based on ms gold. Market price can be examined here. For new players, the first thing to do is to go explore the market place. Much information can be found.

3.1 Game

Players can buy and sell virtual items at the town area. In MoSiang, they grouped together at the centre of crowd, which is Chang Ann channel 1, KaiFeng channel 3, and LanZhow channel 1. These 3 places are popular as the players flow is high due to repot convenience and ease of navigation. Sellers can choose to enter into selling mode or buying mode. In buying or selling mode, they set the price and others can take it or leave it. Therefore, if the sellers want the stock to be sold out, they have to predict and estimate the price which buyers can accept. It cannot be too high or too low. When buyers set high price to collect materials, they can collect ingredients or item immediately as many players are willing to supply them. The situation is like this.

Seller's interface


When the item is sold to another player, the MS gold on buyer's backpack will directly be deducted and credited to seller's backpack.

Buyer's interface


Buyers can check the price by pointing to the item. The level 46 cape displayed above is selling at 2.5m MS gold. The charater above do not have enough gold to purchase the item. She only have 18k gold with her.

Another way of buying and selling is through the use of item mall call "Lion Roar". It is a communicating channel where every channel online can see what one trying to express. It becomes a convenient tool for players needed either money or certain items in urgent. In order to "roar" a sentence limiting 100 words, players need to purchase the "lion roar" in item mall from official website. One lion roar can be used once only.

Using roar to sell items are common in game.


Using roar to buy a bracer with characteristics stated
Note: If S in front means Sell, B means Buy. PM means personally message the person who roars.
Using this method sellers can get money and clear out their stock fast by negotiating real time with interested buyers. Buyers can also survey the market at different period of time to allocate the lowest price offered for the item they acquired. Later they can arrange a convenient spot to meet and trade privately. This trading method requires minor cost (purchasing "lion roar") while selling in market requires 0 cost, only time is needed.

The market provided imitates the real economy of operating a business. Suppliers in order to earn money must understand the psycology of players (must study some statistic also). In real world businessman buy in stocks and sell them at a mark up price. It is exactly the same in the game, suppliers and professionals in combining or power up weapons and armors in game will create the goods and sell them at higher price, according to the demand.

Of course, there are plenty of players who lose money, in a way that they buy in items at high price then sell it at lower price. Normally these players just play the game for entertainment. They have same characteristics like do not mind using real money to play the game and just want to play conveniently and easily. Those who earn real money (or those who are clever in multiplying their wealth in game) actually earn their money from this group of players. It is not very easy to earn money too, even in game. The economy provides a foundation of market understanding to do business.

3.2 Discussion Forum

MoSiang is a quite complicated game. There is much knowledge to be studied especially on the creation of virtual goods and services. Even many experienced players played for almost 4 years (since launched in Malaysia), they also cannot logically explain a good method to combine the goods successfully. Therefore, many discussions about the game including methods to farm rare items, method to power up a good quality equipment, strategy to win guild war and even share screenshots about special moments in the game. The official forums of MoSiang in Malaysia is on9g.com, available in both mandarin and english version.


A subsection in the forum just for trading the virtual items. (Marketplace)
There is a sub section providing a marketplace for players in the game. Players can sell and buy id, rare items, nicely combined or power-up equipments. The advantage is they can negotiate the price and there is no exact time limit for the topic. Buyers can survey the price by reading through all the topics they are interested in. For instance, the picture down there shows some topic for discussion. The topic will normally show the items they want to sell or buy. For example the picture shown below:

The topic about selling one of the top 5 Superiors, O000OFLAM30O0OO received a lot of feedback and replies. They probably discussed about the character's stats and skills or the price. Sellers normally have to include screenshots of their character disclosing their conpetitive advantages or offers the id in a package stating what powerful items are included along with trading the id. While buyers responding to the topic might counter offer the price given. Issues like the mode of payment, different nationality, trust, and theft isses are not to be forgotten too.

Buying id for new players can be discussed here too. For example, the BunnyZai in the forum do not want to waste time training a new character from level 1 to 70 again. Therefore, the easiest way to be strong in the game is to buy id from other players. Buying of pets, rare items can be posted here to find ways to get it. Sometimes discussion going on and there might suddenly be lucky occassions. Player who owns the item who are not interested in selling the item might suddenly needs to quit the game for certain reason. They can give the chance or priority to the needed ones.

Saturday, September 26, 2009

For Blog Discussion: Demand and Supply

2.0 Demand and Supply

Previous discussion is about the virtual goods demanded affected by the market price. Demand and supply however, is affected by different factors. Those factors will result in inward shift and outward shift of whole demand or supply curve.

When a demand curve shifts to the right, it means that at certain level of price demand will increase. Demand and supply in the game environment is controlled by the players themselves.

2.1 Demand of Goods
Referring to the demand graph above again, the demand curve will shift to the right (that is demand increase), when players increase, substitutes available are more expensive, official company announces events, and there is positive future expectations of the game.

One way to examine the increase or decrease of players playing the game can be seen through the foundation of MS.


 
Note: Increase in amount of foundation indicates that more mobs are killed in one minute. It can be said that more players are online killing mobs.

The diagram shows one of the events announced for Hari Raya celebration. During Hari Raya event, the foundation can accumulate to 40 billion ms gold plus. Normally the foundation is ranged between 15 billion to 25 billion ms gold. Demand for a good will have a notable increase too. For example, buyers are willing to pay the high price offered, if they do not buy then others will.
 


The introduction of Vast Welkin is actually a transforming MoSiang Online from a Chinese traditional background to an advanced world of Titan. Higher standard level of the skill will be introduced (Xuan Jin – Tuo Mo). It is actually providing players an expectation of the game. New dress up in robotic style, new maps, new mobs and new skills will be launched and more exciting experience awaits players. Therefore, the evolution has attracted a bunch of new target of players interested in robot styled game. New players joining World of MoSiang caused the market inflation. Other events include:

Mid Autumn Festival Celebration 1


Mid Autumn Festival Celebration 2
 
During Mid Autmn Festival, players can be attracted to log in the game to collect the rare items like "Sweet Fruit Sparkling" and "Golden Pancake", which is exclusively available only when players kill the mobs during event. When future expectation of the game is bright, players might think of storing goods for future usage. Demand for that moment will rise, even the at the same price level.
 
2.2 Supply of Goods


Supply side will be affected by the number of suppliers in the market, price of substitutes, cost of the materials, and expectations.



When cost of materials is low, then the supply curve will shift outwards. Materials required to power up bracers are “inverse stones” for strength, and “fast stones” for critical rate. Supply of these bracers will increase when price of “inverse stones” and “fast stones” drops.


When number of supplier in the market increased, the supply curve will shift rightward too. Supply of combined katana will increase if more and more players master the skill to combine weapons. It was found that nowadays suppliers increased and goods supplied also increased. When supply of goods increased, it leads to another factor which shifts the supply curve, that is price of substitutes in the market. Same or similar substitutes in the market which priced higher will right shift the supply curve. Supply of a “level 5+9*58 katana” with a total damage of 122 will increase if a “level 33+5*46 katana” with a total damage of 120 is priced at a higher level.

If suppliers expect price to increase in the future, they might decrease the quantity currently supplied at given price so that they can sell the goods at higher price in the future. The vendors of item malls are very clever. When GM announces event, players start to store some items which is necessary for leveling. Event time server will be busy and will cause lag. Town teleport is required to avoid long travelling journey back and forth the town and leveling map.


In this event, few item malls were selected to be put on promotion sale everyday. The virtual items can be bought at a lower price in RM. This event caused the more players to buy more cash items, indirectly some suppliers might store the items for future sales or own usage. On the other hand, having a substitute offered by official company, some buyers will choose to buy the virtual cash items themselves using real cash instead of using game money.

2.3 Money Supply

The MS gold in game is supplied by 3 parties, mainly players can acquire MS gold from Aingame.com, by farming gold through killing mobs, and through buying the gold from other players. Actually players are restricted from trading MS gold in game. If any trading of real money with MS gold is detected, that particular seller's id will be frozen forever. But many players risk to earn real money by trading privately. Aingame is a company selling virtual money for various online games and is legal to distribute MS gold for cash.

Users can select the online games and currency desired.
LineAge currency is sold here, and several popular games in Asia such as Maple Story, Dragonica, and ZhuXian Online.


When people have excessive money in hand to spend, then the price of goods will climb up. Runup Company(official company) can control the supply of money in MoSiang to suit their objectives such as lower down the inflation rate or to push the economy during recession. Therefore, we can say that the official company plays the role of the government in real world. Since the inflation in game, Runup has been trying to collect back the game money through organizing auctions or contests. For example the most recent one, they are auctioning for the 6 Blood Thirsty weapons.

Event Details

Event Details (continued)
What is so special about these 6 weapons? For normal weapons, the total damage cannot reach so high and there are no enhancement in character's status. In the auction held, a level 31 shining katana can reach a total damage of 281(use maximum damage plus power up value, which is 181+100), besides it increases a character's status significantly! Look at the picture below:

And then compare with this normal katana like this:

A level 65+9 katana power up to 47(at most only to 50), total damage is only 171(124+47). There are no other enhancement as seen in the picture.
The successful buyer is the only one will own the weapon in the game. It can be expected that many players who want to be the strongest in MoSiang will take part. In the event held, players who are interested in auctioning the weapons must hand over a fee of 10million to the GM in order to enter the auction place. The auction price of the good is paid in game money too. In this way money supply in game will decrease and inflation can hopefully be solved.